Ohai, it seems that I've been accepted without ever knowing. o////o
I was just gonna check this place to see if there were any interesting-looking rps to join to get my muse back up and running, but this could work out better than I expected, now that I know I'm on the member list. |D
I've recently finished playing the DS game
999, and now I'm really tempted to create an AU roleplay based on it. I highly doubt any of you've even heard of the game, so of course I'll be creating the rp so that playing the game isn't required. To anyone who's played the game before, I'd set the rp sometime during the original Nonary Project, in both Building Q and the ship.
To those who don't know what the hell I'm saying, here's the basic gist:
The CEO of Cradle Pharmaceutical, plus four other people, decide to invest in something called the Nonary Project: a project that would test out the existence of the morphogenetic field. (the morphic field is basically something similar to telepathy, and two people communicating information through the field are said to share a "morphic resonance".) Together, they built two identical testing sites thousands of miles apart from one another -- one in a building in the Nevada desert and one inside the sister ship of the Titanic, called the Gigantic -- and kidnapped nine sets of siblings for the test. Each sibling pair was said to be able to access the morphogenetic field; one could more easily "send" information to the other, and the other could more easily "receive" information from the other while they shared morphic resonance. They split the siblings up, putting the transmitters (those who send) in the building inside the Nevada desert (called Building Q), and putting the receivers inside the Gigantic, which they promptly bombed so that it started sinking.
Inside both the building and the ship, the layout was the same: throughout the interior, there are nine numbered doors that can only be opened via authenticating the "wristwatches" that each person is given while they were knocked unconscious during the kidnapping. Each child is given one number, between 1 and 9, and that number shows up on their watch -- a child designated with the number 4 will have the number 4 show up on their watch. To open a numbered door, a group of between 3 to 5 kids have to authenticate their watches on a panel called the RED -- but here's the catch. The digital root of each of the numbers has to equal the number displayed on the door. (to take the digital root of a number, you basically add up all the digits of said number until you get a 1-digit answer. For example: 593. 5 + 9 + 3 = 17 --> 1 + 7 = 8. The digital root of 593 is 8.) The numbered door then opens for 9 seconds, wherein all people who have authenticated have to go inside; no more, no less (unless it's no one going in). The reason for this is that each child has had a bomb forced into their systems earlier, and upon entering a numbered door, a small detonator in the "wristwatch" activates and starts an 81-second countdown until it sets off the bomb inside the corresponding child. A red skull also appears on the LED display of the watch. The only way to stop the countdown is to authenticate each person's watches on another panel inside the room; once each person authenticates, the detonators will turn off. If a person goes in who did not authenticate, they cannot authenticate and will explode in 81 seconds; if only one person who did authenticate goes in, they cannot authenticate their watch (because the rest of the original authenticators didn't scan their watches over the panel), and will explode in 81 seconds.
Inside each numbered room are more rooms, set up in such a way that it's a "puzzle" of sorts -- the only exit available will be locked, and the children inside will have to wander around the room(s) searching for clues and hints to activate so-and-so or solve a clever puzzle or yada yada. In each room, there is the possibility that the group will find a key to unlock a room that they previously thought inaccessible, which can lead to the discovery of another numbered door. The goal is to find a door with a number 9 on it, in order to escape to safety.
The four people who made the Nonary Project, after kidnapping, splitting up, then relocating the children, told them all that this was how the "game" should be played: the children in Building Q, the transmitters, would have to work to solve the puzzles in the room, then access the morphogenetic field to transmit the solutions, answers, and locations to the receivers back on the sinking Gigantic in order to save their lives. The children were given precisely 9 hours in which to save their siblings in the Gigantic, whereupon they would sink and drown with the ship....yeah, that was anything but brief, sorry. ^^; There's actually more I'd have to explain if I ever made the rp, but the basic information is up in those paragraphs. I'm really leaning on creating the rp then waiting to see if anybody joins, but as it would take a
ton of planning on my part (puzzles and layout of the rooms, since this is AU), I suppose I'd better see if I can rack up the interest before I start any planning.
Would anybody be interested in rping this out? Also, I'd probably need a co-owner or something: someone to help me keep track of characters' locations and the state of the puzzles (solved or not, which keys are found, etc), so if you'd be interested in sharing the brunt of the work with me, that'd be fantastic. c: </selfish brat>
ALSO sorry 'bout the really vague information on the summary here and there. If I make the rp though, I'll be sure to iron out the fine details.